#include "cFSM.h"

cFSM::cFSM(int initialState)
{
}

cFSM::~cFSM()
{
}

void cFSM::updateState()
{
	switch(m_currentState.type)
	{
		case m_currentState.IDLE:
			break;
		case m_currentState.WANDER:
			break;
		case m_currentState.SEEK:
			break;
		case m_currentState.FLEE:
			break;
		case m_currentState.ATTACK:
			break;
		case m_currentState.DEAD:
			break;
		default:
			break;
	}
}

void cFSM::changeState(State state)
{
	
}

State cFSM::getCurrentState()
{
	return m_currentState;
}